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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 23
Joined
Nov 29, 2006
Messages
2,482
I thought you said the map wasnt protected, but it seems to be, I cant open it in the editor.

What I wanted to check was if you use JNGP (Jass NewGen Pack) to make your map, but well, I am asking you now. Do you?

If I am right you can disable the limit of doodads in that editor, thus not affecting the number of doodads. If you dont have that editor I suggest you get it here

Edit: nevertheless, do a backup just in case something would happend (its should not, but just in case) before opening the map with that world editor.
 
Level 12
Joined
Mar 16, 2006
Messages
992
It's not protected. How smart do you have to be to not search through 7 pages of map replies to find out that he uses WEU? Or to not notice that the error you get is because of 'advanced' triggers enabled in WEU that the OP uses in his map?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
It's not protected. How smart do you have to be to not search through 7 pages of map replies to find out that he uses WEU? Or to not notice that the error you get is because of 'advanced' triggers enabled in WEU that the OP uses in his map?

Wow... He uses WEU? This changes everything to the worse...
Vegavak, those actions are easily made in Jass.
 
Level 5
Joined
Apr 2, 2007
Messages
184
Nice trailer ;P
And if you could somehow import that music into the map (without making the filesize enormous) I would spend 5 weeks playing this map over and over again xD lol
 
Level 3
Joined
Jan 19, 2008
Messages
40
Good Points
+awesome terrain,it's just perfect....
+good abilities and effects
+love the energy system with the barbarian (similar to the WoW one)
+all the custom stuff are awesome and fits very well with the theme of the map
+the bosses are very challenging
+good custom items
+overall the map itself has potential

Neutral Points
+\-it's too difficult sometimes when playing it in single player

Bad Points
- N\A

You have a 5\5 from me.
You are a very skilled map maker,I hope to see a campaign from you in future....
 
Level 3
Joined
Oct 3, 2008
Messages
47
I think Barbarian gets too much Energy per hit, its kinda hard when your starting out, but once your outside, you tend to gain a lot easily, perhaps increase the rate at which he looses mana?
 
Level 3
Joined
Sep 18, 2008
Messages
60
ok after reading the first 5 pages i've just clicked "Last Page" and apologize if the following things have been said before!

I really like your 2 projects (btw. i've played your other one in solo - maybe you'd increase difficulty or remove the 2 other guys when their slots are free)!

Ok now back to DIII:
The Barbarians ability - dont remember its name... the one dealing damage in a line... it's performance is very bad. Everytime i use this ability the animation and whole gameplay slows down and seems to run at low FPS for a short moment ***.
Maybe it's too long ago since i've been playing DII but i really didnt get through the masses of creeps without having used all potions when arriving at the murloc boss. Maybe i should use those healing orbs more carfully..., but if i'm right i've been slaying down the enemies in real Diablo without getting almost killed in every fight.

To increase the overall performance of your map you should think about creating creeps with triggers (like entering an area - because i could see creeps standing in the western forest waiting for their death, while i was fighting in the tomb or what ever the first part presents).


*** = my system: E4300, 1GB of Corsair XMS, GForce6800GT 256MB (so it cant be my hw :p it's only the wcIII engine)
 
Level 5
Joined
Apr 2, 2007
Messages
184
Man your viedo card sucks... lol anyway, for me it doesn't lag even the slightest bit. Neither on my gaming pc nor my crappy laptop (which, for example got 64mb graphic card). And I would say it shouldn't lag with your comp either.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Please add a fun gameplay? Would you care to be more specific? :) "Fun" is an opinion and means something different to everyone :)

It's probably the stiffness in Wc3 engine. Perhaps you could make the camera slide/smoothen(perhaps set it to 10?) a bit and make the units more crispy and spicy like in Diablo 2.

I really just don't understand it....how have you not used max doodads in this terrain?!?! It's so freaking amazing xD.

He's using the WEU. Not recommended unless you love to make unless backups.(Doesn't matter in this case as it's open-source)
 
Last edited:
Level 3
Joined
Sep 18, 2008
Messages
60
Man your viedo card sucks... lol anyway, for me it doesn't lag even the slightest bit.

your right with the GC :p - planning to replace it with a 4870X2 ;)

but back to topic! it's only the animation of this single ability :) everything is just fine and at constant FPS of ~60
 
Level 1
Joined
Jan 25, 2009
Messages
4
Very impressive, but i find skills very useless by the end, with the exception of things like healing. would be nice to see that improved ;)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
- Heroes no longer fall off of bridges <-- That made me laugh rofl!

lol :D well... it all worked fine, then ppl suggested reducing the collision size of units.

After doing this, they kept falling off the edge of the bridge doodads lol so I had to whack the collision size up again :(

Unfortunately, the bridge models just arent big enough to go any wider xD Then seem to be capped at 10x size. Although i can make them bigger in the editor, they dont go any bigger on the map :S

I'll aim to fix this in the future though :)
 
Level 2
Joined
Nov 2, 2008
Messages
29
wow i've heard good ratings from a map but this ..... this is just too good. btw since this is "probobly like diablo" then it should be fun cause diablo 2 ownz >.>
 
Level 1
Joined
May 22, 2007
Messages
6
I played V1.05 and V1.07 with my girlfriend and we both though it was awesome.
I love the balanced between lot/weak minions, middle creatures and powerfull boss.
The terrain/anbiance is the best you can get on warcraft3!

A really easy thing to add for the next version would be more level to the abilities ... a 3 lvl or 99lvl spell takes the same time to do (with AutoFillLevel)

Keep going on! Its a great map!
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
We're only on 1.07 at the moment :D 1.08 will probably just contain this new interface, and some fixes for any bugs that become apparent until release :)

So basically, ill release 1.08 as soon as the interface is done :D

Hm, when d3 comes out, are you planing to copy whole game in one map ? Coz it wont fit xD. Save/Load, Multimaps ?

As for that, probably not :) I don't really want to have to remake the enitre game xD there would be no point in taking a brand new game with cutting edge graphics, and making it look worse :S

I'll probably keep this project up until Diablo III is released. Until then, I may well make some new dungeons when blizzard reveals them, and allow people to save/load their characters on any of these maps :)

These maps wont follow any storyline. They're going to exist solely for gameplay :)
 
Level 10
Joined
Apr 13, 2008
Messages
711
We're only on 1.07 at the moment :D 1.08 will probably just contain this new interface, and some fixes for any bugs that become apparent until release :)

So basically, ill release 1.08 as soon as the interface is done :D
Man earlier this day, i saw 1.07 and today or yesterday was 1.06. Things changing really fast for you man! :thumbs_up:

Can you change the change-logs from the newest version on top? Makes it easier to see the newer stuff first.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Man earlier this day, i saw 1.07 and today or yesterday was 1.06. Things changing really fast for you man! :thumbs_up:

Can you change the change-logs from the newest version on top? Makes it easier to see the newer stuff first.

Now that is a good idea lol :) I'll reverse the order now :)

And yea, ive had a lot of free time recently lol
 
things you should change

-The white dalaren wall, D:

-The corpse hound model D: (really, it nice that you have change the old model, but the felhound isn't the best too D:)

-The Witch doctor Spell icon = the healing spell icon, suck, (sorry crazyrussian) and the fire bomb spell icon, hardly tell us that it is a fire bomb potion.

-The Witch doctor model = the model itself is really nice, but not for the witch doctor, you should take a reskinned shadowhunter, or a edited shadowhunter, instead.

Now ideas that you could use :D

-Shout, for the babarian,
 
Level 1
Joined
Oct 26, 2008
Messages
3
for thee exp problem thing maybe if certain player slots are used have exp rate go up, player slot unused normal or decreased exp rate? idk lol
 
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